I think that the integer atttributes you want to give to your vertex shader are useless, you better pass directly the float values since at least on the programmer point of view, occupy the same amount of memory space.
I am not sure how else I could refer directly to what “search” vertex value is changing.
Example: I have 24 Search Vertices. Each search vertex finds 450 vertices within its radii. For each one of these vertices that is within any search vertex radius, I have to store the search vertex number and the distance between the two vertices. Each vertex on the model could, therefore, be within the radius of many vertices. Each has to be stored so at runtime when “search” vertex 1 has a float value of 0.5, I can make sure any vertex that has that integer will multiply the distance by the 0.5 value.
…you have to think again the data arrangement of float attributes in a way that fits hardware requirements and limitations.
If each vertex has approx. 20 integers and each integer has a float value, that would be approx. 40 values total, 20 int’s and 20 floats. I hope this isn’t to large of a data set, since I can’t fathom how powerful shaders and graphics are done without such a feature.
…almost each vertex has a combination of a certain amount (the neighborhood size) of float values. You simply can’t create a 2D texture containing for example on each line the vertex attribute list. It is too much tied to the vertex amount and would end with huge textures.
First, are you stating that each vertex would roughly have the same amount of float data?
Second, why could I not store per line of a texture the list of 20 int’s and 20 floats?
Finally, I thought large textures would be processed fine? I thought GPU’s were intended to use texturing to process data/texture information.
Perhaps, you have to preprocess again vertex distance value list in a way that require much less attribute information for each vertex. What are you doing with these distances?
I can’t see anyway I could cut down the total amount of int’s and float’s needed per vertex. I have to be able to have each vertex access the changing data of the “search” vertices per frame and multiply that by the individual distance between the two points.
Thanks again for helping me out with this. I hope we can figure this out!